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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs40
1 files changed, 20 insertions, 20 deletions
diff --git a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
index af8ccda..8831764 100644
--- a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
+++ b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs
@@ -37,12 +37,12 @@ namespace OpenSim.Region.Framework.Scenes
37 /// are grouped together. 37 /// are grouped together.
38 /// </summary> 38 /// </summary>
39 public class CoalescedSceneObjects 39 public class CoalescedSceneObjects
40 { 40 {
41 /// <summary> 41 /// <summary>
42 /// The creator of this coalesence, though not necessarily the objects within it. 42 /// The creator of this coalesence, though not necessarily the objects within it.
43 /// </summary> 43 /// </summary>
44 public UUID CreatorId { get; set; } 44 public UUID CreatorId { get; set; }
45 45
46 /// <summary> 46 /// <summary>
47 /// The number of objects in this coalesence 47 /// The number of objects in this coalesence
48 /// </summary> 48 /// </summary>
@@ -54,12 +54,12 @@ namespace OpenSim.Region.Framework.Scenes
54 return m_memberObjects.Count; 54 return m_memberObjects.Count;
55 } 55 }
56 } 56 }
57 57
58 /// <summary> 58 /// <summary>
59 /// Does this coalesence have any member objects? 59 /// Does this coalesence have any member objects?
60 /// </summary> 60 /// </summary>
61 public bool HasObjects { get { return Count > 0; } } 61 public bool HasObjects { get { return Count > 0; } }
62 62
63 /// <summary> 63 /// <summary>
64 /// Get the objects currently in this coalescence 64 /// Get the objects currently in this coalescence
65 /// </summary> 65 /// </summary>
@@ -70,13 +70,13 @@ namespace OpenSim.Region.Framework.Scenes
70 lock (m_memberObjects) 70 lock (m_memberObjects)
71 return new List<SceneObjectGroup>(m_memberObjects); 71 return new List<SceneObjectGroup>(m_memberObjects);
72 } 72 }
73 } 73 }
74 74
75 /// <summary> 75 /// <summary>
76 /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned. 76 /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned.
77 /// </summary> 77 /// </summary>
78 public Scene Scene 78 public Scene Scene
79 { 79 {
80 get 80 get
81 { 81 {
82 if (!HasObjects) 82 if (!HasObjects)
@@ -85,24 +85,24 @@ namespace OpenSim.Region.Framework.Scenes
85 return Objects[0].Scene; 85 return Objects[0].Scene;
86 } 86 }
87 } 87 }
88 88
89 /// <summary> 89 /// <summary>
90 /// At this point, we need to preserve the order of objects added to the coalescence, since the first 90 /// At this point, we need to preserve the order of objects added to the coalescence, since the first
91 /// one will end up matching the item name when rerezzed. 91 /// one will end up matching the item name when rerezzed.
92 /// </summary> 92 /// </summary>
93 protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>(); 93 protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>();
94 94
95 public CoalescedSceneObjects(UUID creatorId) 95 public CoalescedSceneObjects(UUID creatorId)
96 { 96 {
97 CreatorId = creatorId; 97 CreatorId = creatorId;
98 } 98 }
99 99
100 public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId) 100 public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId)
101 { 101 {
102 foreach (SceneObjectGroup obj in objs) 102 foreach (SceneObjectGroup obj in objs)
103 Add(obj); 103 Add(obj);
104 } 104 }
105 105
106 /// <summary> 106 /// <summary>
107 /// Add an object to the coalescence. 107 /// Add an object to the coalescence.
108 /// </summary> 108 /// </summary>
@@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes
113 lock (m_memberObjects) 113 lock (m_memberObjects)
114 m_memberObjects.Add(obj); 114 m_memberObjects.Add(obj);
115 } 115 }
116 116
117 /// <summary> 117 /// <summary>
118 /// Removes a scene object from the coalescene 118 /// Removes a scene object from the coalescene
119 /// </summary> 119 /// </summary>
@@ -124,7 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
124 lock (m_memberObjects) 124 lock (m_memberObjects)
125 return m_memberObjects.Remove(obj); 125 return m_memberObjects.Remove(obj);
126 } 126 }
127 127
128 /// <summary> 128 /// <summary>
129 /// Get the total size of the coalescence (the size required to cover all the objects within it) and the 129 /// Get the total size of the coalescence (the size required to cover all the objects within it) and the
130 /// offsets of each of those objects. 130 /// offsets of each of those objects.
@@ -138,16 +138,16 @@ namespace OpenSim.Region.Framework.Scenes
138 float minX, minY, minZ; 138 float minX, minY, minZ;
139 float maxX, maxY, maxZ; 139 float maxX, maxY, maxZ;
140 140
141 Vector3[] offsets 141 Vector3[] offsets
142 = Scene.GetCombinedBoundingBox( 142 = Scene.GetCombinedBoundingBox(
143 Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ); 143 Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
144 144
145 float sizeX = maxX - minX; 145 float sizeX = maxX - minX;
146 float sizeY = maxY - minY; 146 float sizeY = maxY - minY;
147 float sizeZ = maxZ - minZ; 147 float sizeZ = maxZ - minZ;
148 148
149 size = new Vector3(sizeX, sizeY, sizeZ); 149 size = new Vector3(sizeX, sizeY, sizeZ);
150 150
151 return offsets; 151 return offsets;
152 } 152 }
153 } 153 }